ArticleJournal of gambling studies2023
To Pay or Just Play? Examining Individual Differences Between Purchasers and Earners of Loot Boxes in Overwatch.
Article in Journal of gambling studies, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
3 citing papers in PubMed.
- Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea.Acta psychologica · 2025Article
- Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: a longitudinal study on poor implementation.Royal Society open science · 2025Article
- When Games Influence Words: Gaming Addiction among College Students Increases Verbal Aggression through Risk-Biased Drifting in Decision-Making.Behavioral sciences (Basel, Switzerland) · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Video-game loot boxes are a popular form of microtransaction that have been widely criticized for their structural similarities to gambling. Recent research linking loot box expenditure to gambling activity has illuminated potential harms associated with loot box use. However, whether the harms differ between earning loot boxes through gameplay versus acquiring loot boxes through purchasing remains understudied. This pre-registered study explores gambling, gaming and loot box-related harms between loot box purchasers and earners in the scope of the game Overwatch. To our knowledge, this is the first study to assess loot box-related harms in a single game. We found that loot box purchasers experienced greater video-game related expenditure harms, risky loot box use, impulsivity related to planning and reward reactivity in comparison to loot box earners. Surprisingly, Overwatch loot box earners displayed greater gambling-related harms and there were no differences in general problem video-gaming between the two groups. Our results suggest that the relationship between loot box purchasing and gambling is in need of refined examination. Particularly, our results indicate that potential harms stemming from loot box engagement should be assessed on a game-by-game basis in order to better understand the potentially problematic nature of loot box use.
Indexed as
Identifiers
35834117What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.